Mr Maddison's War:
War of 1812 rules
These rules for gaming the War of 1812 originally started out as a set of rules for The American Revolution by Jim Purkey at Fife and Drum miniatures. These are offered free on his miniature site. I liked them, and made a few changes to better reflect the new time period. In addition I have posted a few clarifications and additions here to how we play the game. They provide a really fun and fast game. Since playing these rules I have had lots of wonderful games and great fun. My title for these rules, "Mr Maddison's War meets Fife and Drum" reflects the negative image the war had among many Americans. In addition I often use these rules for American Revolution games with my friends who do not care for Loose Files.
Please do not be fooled by the simple mechanics of these rules. They are simple but create lots of deep thinking here. The "I Go You Go" move and move system has a major twist. Casualties are removed when they happen. So it's important to fire first. But if you move first you may pin your opponent in a unfavorable position or run down exposed units. As I said a lot of thinking goes I to these rules.
In addition, if you like them here is a beautiful example of how to play by the author. I really wish more rules writers would do this. Brilliant! As the two men from Guinness would say.
Now, on to my interpretation.
|Here are the rules. A nice one page set ready to go!|
Move first, fire second, move second, fire first: when it is your turn to fire remove all casualties from hits. No, casualties removed do not get to return fire that was the advantage of firing first.
Retire facing or not facing enemy: deduct 2" from move to retire with back towards enemy. Half move to retire facing enemy or move sideways.
Charges or moving into melee: during your move declare charge. Defender tests morale, if pass they stand and can fire at charger if not retire column distance back shaken. There is no charge move bonus. Fight two rounds of melee then loser (most casualties) tests morale. If pass then winner tests. If both sides pass then attacked is considered to have failed to push back defender from their position. The attacker retired one column move back towards their line facing the enemy.
Routing units effect on other units: ignore friendly units routing past if router is lower morale. Take morale test if equal or better morale.
Multiple units in melee: If two units vs one distribute casualties evenly to both units.
Wheeling regiments: Wheels are made from the left, right, or center of the unit only.
Fences, small streams: Units move up to them and stop move. Next move you cross obstacles and continue your move. If both units are touching the same fence line and facing each other across it neither gets the benefit of the fence.
Artillery: one operation costs 1/2 move, this included fire. So you can limber and move half movement; move full move if limbered; unlimber and fire Artillery cannot enter woods, need infantry to knock hole in fences to cross. Any friendly unit within a friendly artillery arc of fire, if the arc of fire goes through two opposite sides of that friendly unit the artillery can not fire. Arch of fire is measured from cannon barrell, with of stand forward like a bowling alley
Difficult terrain (fields, Rocky ground): cost 2" for every 1" of movement in it
Woods; units stop movement at edge of woods. They enter next turn (similar to fences). Once in woods skirmishers troops (skirmishes or Indians) move their full movement, while formed troops move half their movement. Small arm range is half. Only skirmishes get cover modifiers. Yes, it sucks for regulars in the woods (please ask General Braddock).
Indians: always unformed, in mass formation (I.e. in a bunch). No penalty to change direction. In woods move full movement. Units fired at by Indians for first time check morale. In open clear terrain go one step down chart for firing and morale (if on line "C" use line "D"). Indians are not shock troops. They race about being obnoxious and scaring volunteers and militia who are not used to them.
Rockets: roll d10.
10 = hit, one casualty and test morale.
6 - 9 = test morale
3 - 5 = miss
2 = hit nearest friendly unit test morale